Files
Project-Reboot-3.0/Project Reboot 3.0/World.h
Milxnor ec30c7ecf8 artificial intelligence
proper *****, work on ai, organize some things
2023-05-14 13:51:58 -04:00

94 lines
2.7 KiB
C++

#pragma once
#include "EngineTypes.h"
#include "Transform.h"
#include "Object.h"
#include "Rotator.h"
#include "Actor.h"
#include "GameInstance.h"
struct FNetworkNotify
{
};
class AWorldSettings : public AActor
{
public:
};
struct FActorSpawnParameters
{
FName Name = FName(0);
UObject* Template = nullptr;
UObject* Owner = nullptr;
UObject** Instigator = nullptr;
UObject* OverrideLevel = nullptr;
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined;
uint16 bRemoteOwned : 1;
uint16 bNoFail : 1;
uint16 bDeferConstruction : 1;
uint16 bAllowDuringConstructionScript : 1;
#if WITH_EDITOR
uint16 bTemporaryEditorActor : 1;
#endif
EObjectFlags ObjectFlags;
};
class UWorld : public UObject, public FNetworkNotify
{
public:
static inline UObject* (*SpawnActorOriginal)(UWorld* World, UClass* Class, FTransform const* UserTransformPtr, const FActorSpawnParameters& SpawnParameters);
template <typename T = AActor>
T*& GetGameMode()
{
static auto AuthorityGameModeOffset = GetOffset("AuthorityGameMode");
return this->Get<T*>(AuthorityGameModeOffset);
}
class AGameState*& GetGameState()
{
static auto GameStateOffset = GetOffset("GameState");
return this->Get<class AGameState*>(GameStateOffset);
}
class UNetDriver*& GetNetDriver()
{
static auto NetDriverOffset = GetOffset("NetDriver");
return this->Get<class UNetDriver*>(NetDriverOffset);
}
UGameInstance* GetOwningGameInstance()
{
static auto OwningGameInstanceOffset = GetOffset("OwningGameInstance");
return this->Get<UGameInstance*>(OwningGameInstanceOffset);
}
inline FTimerManager& GetTimerManager()
{
return GetOwningGameInstance()->GetTimerManager();
// return (GetOwningGameInstance() ? GetOwningGameInstance()->GetTimerManager() : *TimerManager);
}
template <typename ActorType>
ActorType* SpawnActor(UClass* Class, FTransform UserTransformPtr = FTransform(), const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters())
{
return (ActorType*)SpawnActorOriginal(this, Class, &UserTransformPtr, SpawnParameters);
}
template <typename ActorType>
ActorType* SpawnActor(UClass* Class, FVector Location, FQuat Rotation = FQuat(), FVector Scale3D = FVector(1, 1, 1), const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters())
{
FTransform UserTransformPtr{};
UserTransformPtr.Translation = Location;
UserTransformPtr.Rotation = Rotation;
UserTransformPtr.Scale3D = Scale3D;
return SpawnActor<ActorType>(Class, UserTransformPtr, SpawnParameters);
}
AWorldSettings* GetWorldSettings(bool bCheckStreamingPersistent = false, bool bChecked = true) const;
AWorldSettings* K2_GetWorldSettings(); // DONT USE WHEN POSSIBLE
void Listen();
};